Matador Files Steve Wilcoxon (wilcoxon@cis.udel.edu) ---------------------------------------------------------------------------- [Based on the Matador series by Steve Perry.] Musashi Flex: A loose collection of fighters who constantly test themselves against one another. It is usually done one on one. The opponents decide on armed or unarmed (unarmed being more common), but sometimes resort to using hidden weapons in the event that they start to lose (the honor is in surviving). The fights can be to any extent - to the death, "blood and bones" (first blood or broken bone), submission, or some other basis for winning. The Musashi Flex is illegal in most areas as it tends to leave dead bodies around after encounters between "players". The Maze: One of the few legally sanctioned events for the Musashi Flex, it is held periodically [however often the GM feels like making it] in a large section of abandoned buildings in [insert city]. There are 100 entrants and each must pay the 10,000Y entrance fee. The winner gets 500,000Y [it was 100% in the books]. The rules are as follows: 1) no weapons (if a weapon is used, the participant is instantly disqualified - losing their entrance fee) 2) there can be only one winner (alliances are allowed, but must be "broken" to determine a winner) 3) there is a one week time limit (if more than one entrant is left at that point, there is no winner). The rules, such as they are, are strictly enforced. A combatant is considered "out" when incapacitated (unconscious, severely wounded, or dead). There is excellent medical staff standing by so it is uncommon for someone to die. One of the most dangerous parts of the Maze is getting food. There are only 10 feeding stations which make prime sites for ambushes. Fugue: With the advent of improved technology and magic to help in determining the truth of statements, it became harder and harder to lie. Fugue is the skill of giving half-truths and undetectable mis-directions. Fugue is a social skill. The number of dice used in a fugue test can not be higher than the language skill being used. If the questioner has 2 or more levels in excess of the questionee, then fugue will do no good (the questioner knows what questions to ask to force a full answer, but he must still have a way of verifying the truth). Otherwise, an opposed success test is made between the two with a target number of the intelligence of the other. Fugue is useful against any form of mechanical lie detection short of a full brain scan (i.e. thoughts, memories, etc) [if this even exists in your game] and "simple" spells (like Detect Lie), but not more thorough spells (like Mind Probe). Bacterial Augmentation: This is a military treatment which involves injecting a short lived culture (6 months) into the patient's blood stream. The colony is self- replicating and will cause an extreme itching sensation until it is fully in place (2-3 days). The culture has the effect of greatly increasing reaction time. Effects: +2 Reaction +1D6 Initiative Body Cost: .25 [one-time cost (i.e. when re-injected in 6 months no further loss of Body occurs)] Legality: 1-M4 [this is highly restricted - anyone caught using or in possession of this will be fined and jailed (treat as upper part of M3 for sentencing)] Availability: 24/30 days Cost: variable [price is whatever the fixer/doc/whatever wants to charge] Reflex: This is a drug that boosts reflexes and heightens perceptions for short amounts of time (1D6 x 10 minutes). This drug has two side effects: 1) it is addictive [Willpower test with target number of 4 + # of doses in last week to avoid addiction], and 2) it causes the user to "crash" after the effects wear off (8S Stun). Effects: +1D6 Initiative Legality: 3-M1 Availability: 6/5d Cost: 200Y Parker Carbine: This is a .177 caliber assault rifle firing caseless high-explosive rounds mainly used by military units in war zones. Conceal: 3 Ammo: 500(c) [HE only] Mode: FA Damage: 6M (not adjusted for HE mods) Weight: 3.6kg empty, 5.1kg loaded Availability: 12/7d Legality: 1-G Cost: 2,500Y extras: gas-vent 2, recoil penalties are halved due to small round